User prompt
Movement Mechanics: Natural Descent: Implement logic for the Octopus to automatically move downwards towards the bottom of the screen. The movement starts slow and accelerates over time. Acceleration Factor: Define an acceleration variable to gradually increase the Octopus's speed as it moves downwards.
User prompt
the player character is actually an Octopus called Octo. Place the Octopus in the center of the screen at the beginning of the game.
Initial prompt
Tap & Jump
===================================================================
--- original.js
+++ change.js
@@ -1,94 +1,94 @@
-/****
+/****
* Classes
-****/
+****/
// Obstacle class
var Obstacle = Container.expand(function () {
- var self = Container.call(this);
- var obstacleGraphics = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = -5;
- self.move = function () {
- self.x += self.speed;
- };
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -5;
+ self.move = function () {
+ self.x += self.speed;
+ };
});
// Assets will be automatically created based on usage in the code.
// Player class
var Player = Container.expand(function () {
- var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.jumpSpeed = -20;
- self.gravity = 1;
- self.velocityY = 0;
- self.isJumping = false;
- self.jump = function () {
- if (!self.isJumping) {
- self.velocityY = self.jumpSpeed;
- self.isJumping = true;
- }
- };
- self.update = function () {
- self.y += self.velocityY;
- self.velocityY += self.gravity;
- // Prevent player from falling below the ground
- if (self.y > 2732 - playerGraphics.height / 2) {
- self.y = 2732 - playerGraphics.height / 2;
- self.isJumping = false;
- self.velocityY = 0;
- }
- };
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.jumpSpeed = -20;
+ self.gravity = 1;
+ self.velocityY = 0;
+ self.isJumping = false;
+ self.jump = function () {
+ if (!self.isJumping) {
+ self.velocityY = self.jumpSpeed;
+ self.isJumping = true;
+ }
+ };
+ self.update = function () {
+ self.y += self.velocityY;
+ self.velocityY += self.gravity;
+ // Prevent player from falling below the ground
+ if (self.y > 2732 - playerGraphics.height / 2) {
+ self.y = 2732 - playerGraphics.height / 2;
+ self.isJumping = false;
+ self.velocityY = 0;
+ }
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Init game with black background
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
var player = game.addChild(new Player());
-player.x = 2048 / 4;
+player.x = 2048 / 2;
player.y = 2732 / 2;
var obstacles = [];
var scoreTxt = new Text2('0', {
- size: 150,
- fill: "#ffffff"
+ size: 150,
+ fill: "#ffffff"
});
LK.gui.top.addChild(scoreTxt);
game.on('down', function (obj) {
- player.jump();
+ player.jump();
});
LK.on('tick', function () {
- player.update();
- obstacles.forEach(function (obstacle, index) {
- obstacle.move();
- if (obstacle.x < -100) {
- // Remove obstacle if it moves off screen
- obstacle.destroy();
- obstacles.splice(index, 1);
- }
- if (player.intersects(obstacle)) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
- });
- // Update and display the score
- scoreTxt.setText(LK.getScore());
- // Add new obstacles
- if (LK.ticks % 120 == 0) {
- // Every 2 seconds
- var newObstacle = new Obstacle();
- newObstacle.x = 2048;
- newObstacle.y = 2732 - 100; // Position at the bottom of the screen
- obstacles.push(newObstacle);
- game.addChild(newObstacle);
- LK.setScore(LK.getScore() + 1); // Increase score for surviving another obstacle
- }
+ player.update();
+ obstacles.forEach(function (obstacle, index) {
+ obstacle.move();
+ if (obstacle.x < -100) {
+ // Remove obstacle if it moves off screen
+ obstacle.destroy();
+ obstacles.splice(index, 1);
+ }
+ if (player.intersects(obstacle)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+ });
+ // Update and display the score
+ scoreTxt.setText(LK.getScore());
+ // Add new obstacles
+ if (LK.ticks % 120 == 0) {
+ // Every 2 seconds
+ var newObstacle = new Obstacle();
+ newObstacle.x = 2048;
+ newObstacle.y = 2732 - 100; // Position at the bottom of the screen
+ obstacles.push(newObstacle);
+ game.addChild(newObstacle);
+ LK.setScore(LK.getScore() + 1); // Increase score for surviving another obstacle
+ }
});
\ No newline at end of file
cute tiny octopus. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cute angry spearfish. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
inside the depths of the blue ocean background. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
silver octo coin. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
exploded silver fragments. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.